Nekomata

Homeworld: Sosel
Description: Nekomata are ancient beings, created when a feline reaches an
advanced age and wanders off to the wilderness to die. Sometimes the
ancient spirits of the jungles take an interest in the venerable feline and
instead of taking in the fallen animal's spirit, infuses it with massive
power and reintroduces it to its former shell, turning it into a humanoid
creature. Nekomatas retain the coloring and markings of their original
forms, but they more closely resemble powerful catfolk with many innate
abilities.

Stat Potential
Str: low
Agi: unsurpassable
Dex: low
Con: low
Int: poor
Wis: moderate
Per: high
Cha: moderate
Siz: 5'6'
Weight: 41 kg
Metarace: Feline

Maximum Age: immortal
Dietary Requirements: carnivore
Number of limbs: two
Natural Armor: weak
Natural Weapons: dangerous
Experience Rate: 53%
Skill Maximum: 100%
Hermetic Spell Maximum: 20%
Spiritual Spell Maximum: 90%
Heartbeat: average
Vision: light, dark and ultra dark conditions

Slots: a brow, a head, two eyes, a neck, an amulet, a brooch, a cloak, an
upper torso, two shoulders, two upper arms, two lower arms, two wrists, two
hands, two fingers, a belt, two upper legs, two feet and two tails[bulk:
somewhat].
Advantages: enhanced hearing, enhanced olfactory sense, escape death,
infravision, mindsight, see invisible, see magic and trap detection.
Disadvantages: animal.
Miscellaneous: THIS RACE IS JOINABLE ONLY AFTER REACHING LEVEL 100 AND
COMPLETING A SPECIAL QUEST, corpse always rises and natural terrain:
grassland.
Resistances and Vulnerabilities: Takes 10% less illusion damage.

Damage Regeneration: moderate
Mana Regeneration: excellent
Endurance Regeneration: excellent
Emotes: nback, nbathe, ntwitch and
nwis.
Commands: chunt, csniff and rake.
Poor Guild Matches: abjurer, alchemist, bard, biomancer, cultist, druid,
fallen, fighter, hand, jomsviking, mage, merchant, monk, necromancer,
paladin, psionicist, ranger, sentinel and templar.

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